Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
Verakon wrote:
i'm thoroughly convinced that most of the people posting on this have never PvP'ed for an extended period of time. probably got owned by a master stacker one to many times. anyway, the combat mix and match is kind of skewed at the moment. alot people avoid PvP because of people that 1. grief, 2. are really annoying and wont leave me alone, and 3. are rebels LOL jk. my biggest problem with pvp is that basically that unless you have a stun weapon that does alot of damage or extremely nasty DOT weapons you basically don't stand a chance in PvP. another thing is that composite is basically the only thing you can use in PvP, which has severly drove up the cost of armor. on a regualr basis when i wantto by a new set of uber stun composite armor its gonna cost me at least 800k in creds unsliced. this is why so little combat professions can doreally well in PvP. i remember before the geo cave fencers by themselves sucked because they basically could not deal out the damage the other professions could. rifleman have always been overpowered cause they are the only ranged profession that could actually tank...by my standards pistoleers should be the tanks since they are the one that have the best accuracy in melee range. or maybe be the ranged profession that can take on a melee person whereas rifleman should be able to take out any ranged person...carbineers should knida be a balance of the 2 and should do more damage than all the other ranged professions min to max wise but should be limited to few damage types like swordsman.
really if we wanted to go by star wars standards tk's should be the best melee profession, godly defense and decent damage..which is basically what they are right now. keeping them limited to just kentic damage type is what keeps them balanced..if they had a stun damage type weapon they would be severly overpowered. fencer's should also be god's of defense but not do nearly the amount of damage they can now with these over powered acklay stun batons. swordsman are fine they way they are right now. pikeman need to be fixed in alot of ways; limited to little damage types, be able to put every status change there is in this game on a person and have alot more defense than they have now...granted that they do have all the best DOT weapons in the game, which i think should be a little more balanced out because not very many other classes get DOT weapons on a regular basis as they do.
the hybrid professions such as bounty hunters, commandos,smugglers, and combat medics have a whole other story onto themself. BH's are supposed to be the most offensively powered powered profession in the game, but one they can't do nearly as much damage as other professions can and with next to non-exsistant defenses don't stand a chance against other combat professions by themselves. commando's should have every damage type available to them and be able to do massive damage, but should be limited on there accuracy and defense. smuggler's at this time i wouldn't even consider a combat profession at the moment, the only reason some people dabble in it is becuase for their pistol god character they wanted to have a ranged KD. CM's i think are fine right now granted maybe they should make the max on those diseases and poisons they throw at like 700 or 800 at max, cause when your PvPing and all of a sudden you get nailed by a 1300 tick mind disease it pretty much just kills the fun there.
well i think i covered about everything there combat profession wise and there roles in PvP. give me some feedback so this can be discussed more in depth and we can compare our opinions with one another...which i guess is what TH wants us to do
What do you think the strengths of professions mix and match are?
You can make your character unique from anybody elses. You can do what you want in one character because of the 1 character per server rule.
How bout when you give ppl the choice to make multi-purpose hybrid characters you also leave them the choice to make solo-purpose characters. Because the melee tank character I just spent a lot of time on takes is hit, stunned, intimidated dizzid etc just about as much as any other character who doesnt have as much defenses against that as this character does.
Would be actually nice if you'd notice a difference in the damage a character takes that has low defense and a character that has high defense, because the way it is now any character with a full suit of composite armor makes as good a tank as the other whether its an artisan or master in 3 diff meelee profs.
And please change the way skill mods are displayed so you can actually see what does and does not stack, thanks.